/**
 * Copyright (c) 2009 blurredVision
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
 * associated documentation files (the "Software"), to deal in the Software without restriction, 
 * including without limitation the rights to use, copy, modify, merge, publish, distribute, 
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or 
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT 
 * NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT 
 * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
#ifndef __ICUBEMAP_H__
#define __ICUBEMAP_H__

#pragma once
#include "ITexture.h"
#include "geom/Vector.h"

enum eCubeFace {
	POSITIVE_X = 0,
    NEGATIVE_X = 1,
    POSITIVE_Y = 2,
    NEGATIVE_Y = 3,
    POSITIVE_Z = 4,
    NEGATIVE_Z = 5,
};

class DLL_EXPORT ICubeMap :
	public ITexture
{
public:
	ICubeMap(void);
	virtual ~ICubeMap(void);

	static ICubeMap* CreateRenderToTexture(int size, eFormat format, bool usedepth = true);

	/// Please use beginScene(const math::Vector3 &position, eCubeFace face)
	virtual bool beginScene() {return false;};

	virtual void beginScene(const math::Vector3 &position, eCubeFace face) = 0;
};

#endif